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EA Shuts Down ‘SimCity’ and ‘The Sims’ Developer Maxis

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Re: EA Shuts Down ‘SimCity’ and ‘The Sims’ Developer Maxis

#171
post #80

Earlier quoted context omitted.

This is pretty much how a deadly virus works, right? Infect a particular game brand (cell) by buying (infecting) it, generate enough new copies of the virus (selling the game), then destroy it and release the virus onto the next cells. If the analogy is correct, the game market will either die, find a cure and eject EA or EA adapts and finds a way to coexist such as not to kill the host cells anymore.

Not really: in this case the games sold by an infected game studio aren't copies of the original entity that go on to infect other game studios. They're more of a waste product. EA consumes game studios for sustenance and excretes a steady stream of sub-par sequels as it slowly digests its prey.

So cancer, then.

Re: EA Shuts Down ‘SimCity’ and ‘The Sims’ Developer Maxis

#172

Westwood, Origin, Bullfrog, Maxis.... EA's strategy seems to be "Buy studio, make them shovel a couple incomplete games out of the door, close studio, repeat." Okay, they're asshats. What I don't get is, how does this make them any money? They're basically strip-mining the games industry, is this really more profitable than actually making good games?

Is it EA or just how game studios work?

Historically, studios either put out zero games or one game. I think it's the fairly extreme outliers that do it over and over and most of them deal in sequels. If you look inside the game industry, I think I would be hard pressed to do a second game if I made games. It doesn't look like an easy feat to keep the team magic working. Likewise, there seems to be no shortage of up and comers that want to make a new game. The studio might not be as valuable as we want to think.

Which would you bet more money on: Maxis coming up with a new hit game concept or the masses going ape over sim city 2015 on ps4? And by "ape" I mean willing to buy it for over $30. I have a hard time with both options, just like ea.

Re: EA Shuts Down ‘SimCity’ and ‘The Sims’ Developer Maxis

#173
post #88

Earlier quoted context omitted.

The SimCity reboot and The Sims 4 were a bad joke. So it's not surprising. It was definitely EA's fault to guide SimCity and Sims 4 in the wrong direction. Less content, fake simulation, even more DLCs, always-on-DRM, smaller game worlds, more casual gameplay. EA was also named the worst company to work for in the U.S.

EA did a fairly poor job with SimCity, I agree. A very, very poor job. EA was named the worst company to work for in the US, but that was years and years ago. They've really done a better job at keeping their developers happy (I worked there two years ago as a dev). I mean sure, Alpha and Beta can still be brutal, but what game studio isn't like this? Overall, I enjoyed working at EA and would work there again if the…

Worse than average for the game industry?

I'm making less than 60k over here :(

(But honestly I'd rather do something I enjoy and make less than something I don't even if it pays more)

Re: EA Shuts Down ‘SimCity’ and ‘The Sims’ Developer Maxis

#174

Earlier quoted context omitted.

> how in the world can Wall Street be the villain in this story? Two replies up, you'll find your answer there, as you probably jumped over it.

No, I read the whole thread. I'm just having trouble understanding how a studio having failed at a basic business reality of their market, and thus being shutdown, has Wall Street to blame. Wall Street, even as the completely generalized abstraction, doesn't have anything to do with this, other than a big video game publisher used some money generated there, to back a studio that has been unsuccessful at their job. I…

The idea is that they were set up for failure by the relentless push to drive higher profit margins. This approach is incompatible with long-term growth, as there are only so many people who will fall victim to the idea of buying a worse game than last year's edition yet still buy more and more expansions. EA pushes for day one profits seemingly without concern as to profits over the lifetime of the product. As soon as the product is unprofitable, they shut it down.

Again, this comes from the idea that they need to make their profits look better and better because their stockholders demand it, which is sometimes at odds with what the players are looking for.

Do you think Maxis failed on its own, or is there the possibility that EA milked it dry and left it to die? If the latter, why would they do that? Not because it's good for the company long-term, but because it makes their bottom line look good just before annual profit reports are coming out. Think about it: SimCity was rushed out to meet a deadline of the end of EA's fiscal year, which happens on March 31st. SimCity was released March 7th, 2013. What's today's date?

Re: EA Shuts Down ‘SimCity’ and ‘The Sims’ Developer Maxis

#175
post #33

Earlier quoted context omitted.

As a strategy, it's better than being profitable: it's predictable. The forecasts for the upcoming financial quarters are much more likely to be accurate when you only work with known IP. The CEO is more beholden to analysts and stockholders than to customers. He has more to lose by failing expectations than he has to gain by exceeding expectations. Therefore, EA adopts a strategy that minimizes variance rather than…

The way I figure it, when value is being knowingly and unnecessarily destroyed, someone somewhere in the chain is being irrational. Given that EA is a public company, the obvious candidate for that somewhere is Wall Street. Your analysis seems to confirm that. But the stock market is supposed to be hyper efficient nowadays such that it's practically impossible to outperform it even for the experts, let alone for rand…

The problem is the stock market is somewhat disconnected from reality.

I need to elaborate this further because now it just seems to be some anti-capitalist snark (which I do not want it to be).

The way stocks were supposed to work is that you buy a part of a company keep it and make money by getting a part of their profits every year (called dividend). Todays problem is that we want to make more money, faster (which is not "wrong" intrinsically as some people might think, but it does not work with the "traditional" stock model). The reason it does not work is that it may take some time for a company to be profitable and even then they may want to keep some of their profits to invest in research etc. which keeps dividends small (sometimes even 0). The new way one tries to make money is to buy a stock while hoping to be able to sell it to someone else for more money in the future (nothing wrong about that either). The real problem is that this price is based on supply and demand/perceived value which might differ significantly from the actual value (worth of the company's physical assets, paid dividends, ...) - it is easier to see these differences on more tangible things like luxury watches, art, etc., which are nowhere priced for their physical value (a frame and some paint - does not seem to be worth much ...) but they are there for stocks, too.

Now to the "hyper efficient"-part: yes, that's true, the market is hyper efficient, as in it is not that easy to get money out, because that would mean that someone else leaves it on the table, but everything still happens in the "perceived value" point of view, in which you would have to compete, too, to make money with stocks.

The dilemma in which CEOs find themselves is that not all actions that are good for the company itself are good for the perceived value/stock price, at least not when you are forced to do "short-term thinking" (the CEO keeping his job, the trader making money now).

Re: EA Shuts Down ‘SimCity’ and ‘The Sims’ Developer Maxis

#176
post #86

Earlier quoted context omitted.

I, for one, was extremely disappointed in Mass Effect 2 as compared to the original. As a result, I didn't buy the third. Mass Effect, was, in my opinion, truly inimitable. While the sequels may have kept the setting and had very high production values, at their core they were little more than a sequence of cover-based setpieces and cutscenes. Dragon Age 2 was even more of regression from Dragon Age: Origins. Origins…

I feel exactly like you, and I'm glad I'm not alone. For some reason though we're the exception here. Most people seem to have enjoyed ME2 more than ME1 because nobody seems to care about having an actual coherent storyline as opposed to a bunch of one-off missions, fancy graphics and a character with a recognizable face from TV.

Personally speaking, I preferred ME2 greatly because it was a modern game in the good senses of the word: competent mechanics, enjoyable combat, and a good-enough story that was presented well enough as to be able to effectively stir emotional reactions that I appreciated. ME3 continued this trend--its general rep as "ME2 but more and better" is a compliment to ME2, which I feel like is a game that could have come out today and nobody would have felt it was out of place. In terms of mechanics and structure, it was ahead of its time, and it's still very fun for me to play today.

On the other hand, the original Mass Effect is unplayable to me; that the narrative is a little (not a lot, IMO, despite retroactive claims to the contrary) tighter gets lost when the game is too frustrating to play, with unsatisfying core gameplay when you get out of menu hell to even play it. I liked many of the ideas in it--the Mako was a great idea with a ton of potential--but execution, and arguably the technology stack they used, was severely lacking. As such, ME1 is a product of that weird transitional era in games where few people seemed to really have a handle on what they were doing--a game like the original Half-Life has aged better than the ME1, and it came out many years before.

Now, isn't it funny that that bears no resemblance to hurf blurf fancy graphics recognizable face hurf blurf? But that's a real nice cross you've nailed yourself to, don't let me stop you from indulging in your self-righteous enlightenment.

Re: EA Shuts Down ‘SimCity’ and ‘The Sims’ Developer Maxis

#177
post #26
post #9

Wow, an icon of my childhood gone. If you're an affected developer, shoot me an email & I'll be happy to put you in our pipeline.

Icon is the correct term. SimCity had one of the earliest form of DRM I remember. The almost-impossible to Xerox manual (highly reflective paper so photocopies would come black) was used to answer a question the game asked you, about the population of a specific city on a certain page of the manual. Loosing the manual was not an option. Farewell Maxis.

I remember this style of copy-protection in another game released the same year (1989). Indianapolis 500: The game would ask a question that would be answerable from the manual.[1]

[1] http://www.abandonia.com/en/games/897/Indianapolis+500+-+The...

Re: EA Shuts Down ‘SimCity’ and ‘The Sims’ Developer Maxis

#178

These laments are a bit overblown. I worked for Maxis during the big closure in 2004, when the company was in Walnut Creek. A small group moved to Emeryville, many people (including the Sims teams) moved to Redwood Shores, and some some people didn't make the transition. Think of it like layoffs, following on the colossal failure that was The Sims Online (although, ironically, what's left of that team had already mov…

> Spore was a disappointment Spore was a textbook example of bad management. They spent 80% of time, money and effort on creature designer - a feature that did not make up even 20% of game, closer to 5%. Game had complex and massive functionality for libraries, various downloadable creatures, even tunes for cities, outfits for citizens - all things that were not just unnecessary, but one might say even made game less…

Spore was a disappointment by design. Will Wright prefered "The Sim's sales than Half Life's scores"[1]. They catered to the Sim's public. That's why you have a "design everything" feature. And mechanics so simple.

I remember sprinting through the game, realizing the phases had really simple and boring mechanics, and designing all stuff in less than a minute. When I finally reached the space phase it got a little meatier, but no enough to cater my interest for long. And It had severe interaction problems (I have an interstellar empire, but I have to navigate to each planet to collect its manufactured resources? Come on!)

It was a game with a premise for the hardcore strategy/sim fans that was made to be like the Sims. Biggest disapointment in gaming ever!

[1] http://www.bit-tech.net/news/gaming/2008/09/08/wil-wright-pr...

Re: EA Shuts Down ‘SimCity’ and ‘The Sims’ Developer Maxis

#179

These laments are a bit overblown. I worked for Maxis during the big closure in 2004, when the company was in Walnut Creek. A small group moved to Emeryville, many people (including the Sims teams) moved to Redwood Shores, and some some people didn't make the transition. Think of it like layoffs, following on the colossal failure that was The Sims Online (although, ironically, what's left of that team had already mov…

>These laments are a bit overblown.

Not to mention, a lot of these studios would have ended up bought by someone because, at the end of the day, they are investments geared and designed for an acquisition. Its not like EA came in there with machine guns and enslaved everyone. The point of these businesses is to make money first and make games second. There is no utopia where they aren't seeking buyers and a big paycheck. Its a rare shop that turns down "fuck you" money. Even indie-cred neckbeard hero Notch sold out to the "evil" MS empire.

Enjoy your games, but don't expect everything to last. I kinda like the way the system works in some ways. It means the talented and the risk-takers who do a good job get paid. It also means there's going to be new blood soon in the space the Sims and Sim City lived in. The same way the zombie and world-builder genre, which was just expensive and milquetoast AAA titles, is now the darling of smaller and indie shops with excellent results. I'd love a new company to take on the Sims market. The Sims product is good but the lack of a real co-op or multiplayer is inexcusable. The managerial and creative fuck ups at Maxis are legendary at this point. Its best to put this cow out to pasture. Shame the entire Maxis team didn't fold. This not the Maxis of old and whoever is left over now failed to contemporize long ago.

Re: EA Shuts Down ‘SimCity’ and ‘The Sims’ Developer Maxis

#180

These laments are a bit overblown. I worked for Maxis during the big closure in 2004, when the company was in Walnut Creek. A small group moved to Emeryville, many people (including the Sims teams) moved to Redwood Shores, and some some people didn't make the transition. Think of it like layoffs, following on the colossal failure that was The Sims Online (although, ironically, what's left of that team had already mov…

> Spore was a disappointment Spore was a textbook example of bad management. They spent 80% of time, money and effort on creature designer - a feature that did not make up even 20% of game, closer to 5%. Game had complex and massive functionality for libraries, various downloadable creatures, even tunes for cities, outfits for citizens - all things that were not just unnecessary, but one might say even made game less…

Best part of Spore is the cellular life stage. The farther along you get in the game the less enjoyable it gets.
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